Mechanics for Real Time Strategy RTS Game Armament

As listed in the GDD the following will need to be created for the game as C# components. We've already began on unit movement aspect of coding. So let layout what we want for prototyping and than layout a road map for us to use for agenda creation. This wiki is for us to build a game using only prototyping so we can see what works and what does not. We are not going to worry about art and model at this time for this aspect and only use the sandbox area as needed. Just simple 3d shapes and images to get to prototyping as fast as possible.

Unit

Movement

Unit Selection and Move

Group Selection and Move

Formation

Elevation

Cornering

Land

Air

Sea

Space

Navigation

Order

Build Structure

Create

Repair

Lay Bridge

Deploy

Package

Land Mine

Deploy

Package

C4Explosion

M16

Attack

M98

120 MM Cannon

Unit Ranking

Animation

Idle

In motion

Death

Attack

Special

Audio

Spawn

Selected

Confirm command

Completed task (Builder unit)

Death

Attacking

Equipment

Order

Incendiary Grenades

Upgrade

Upgrade 5.56MM to Armor Piercing

Unit Load Out

Game Mode

Conquest

Control an Area

Objective

Mission

Tutorial

Control

Unit

Structure

Choosing Missions?

Encounters Member

Team Death Match

Death Match

Resource

Morale

Oil

Power

Wealth

Environment

Boundaries

Wildlife

Weather

Timed Event

Special Encounter

Strategic Moments that force you to make decision or rely on others

Landscape

Terriorist

Timed Event

Special Encounter

Strategic Moments that force you to make decision

Territory Combat (Attrition for Enemy Unit like Rise of Nation)

Animation

Audio

Mini Map

Control Groups

Fog of War

Camera

Background Music

Ambient Noise

Player

Reinforcement

Abilities

Contact

Stat Modification

Rank

Unit Total

Supplies

Officer

Movement

Unit Selection and Move

Group Selection and Move

Formation

Elevation

Cornering

Land

Air

Sea

Space

Navigation

Order

Attack Unit

Attack location

Stand position

Passive

Aggresive

Unit Ranking

Animation

Idle

In motion

Death

Attack

Special

Audio

Spawn

Selected

Confirm command

Completed task

Death

Attacking

Recommendations

"We need to retreat"

"we can win this!"

"we are evenly matched"

Personality Traits

E-commerce System

In-Game End User

User Interface

Setting

Controls

Audio

Video

Out-Game End User

Menu System

Interface

Menu Screens

Audio

Special User Interface Control

Structure

Placement for Building

Align model to terrain

Order

Build Unit

Unit Waypoint

Advancement

Animation

Building

Roving the land (Tier 1)

Building (Tier 2)

Nearly done (Tier 3)

Idle (stationary)

Working (researching or building units)

Audio

Selected

Has been built

Upgrade complete

Suburb

Unit Interaction

Structure Interaction

Stats Modification

Embassy & Suburb Diplomacy

Animation

Audio

Art Dialog Documentation Video

Story

Pedigree

Text

Art

Campaign

Audio

Art

Text

Game developer & game programmers will need to review this to get an idea of our indie game development team process.

@Jonathan No I think we need to list all mechanic no matter where they are in the game so we can see the scope of what we have to do as programmers. I've the movement rolling so I want to get an idea of what else we have in plan so I can organize the code.

I am more than willing to meet and am available. However the Team View software is extremely intrusive to my system and snoops around in places it should not have access, I have security concerns that prevent me from installing and using it. This software is one of the reasons I am wiping my windows partition clean and reinstalling the OS.

Ok, so I've read over that and will read it again later for a refresher. I've never done anything with a composition pattern before so that will be new and take a minute to get used to but not a problem, also I've never done any unit testing though I am really interested in learning how. I have of course worked with interfaces so that I'm familiar with. For the moment are there any specific tasks or agendas I can focus on?

@Wallace I did include video and documentation in that section for programmers so we are all on the same page please review them and watch the video on both those page. I will assign the agenda you request after I merge papa to delta branch later today so we are all in sync.

Yeah, I've watched the video and read the article, very interesting. I've actually used these techniques unwittingly over the years to one degree or another. I actually prefer this to using inheritance directly where possible. As for the strategy thing I've done similar before when writing utility functions. So I think I can adapt to this pretty quickly, and the Sandbox will be my friend.

@Wallace ok I have the branches merged and the project synced please review the below flow chart is has additional information you will find interesting. If you have any question or concerns speak now as this is pretty much locked in stone going forward.